Thread: ffdev roll call
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Old 05-30-2014, 02:41 PM   #35
the_cake
Beta Tester
 
Join Date: Jul 2008
Posts Rated Helpful 144 Times
Quote:
Originally Posted by Elmo View Post
One thing I felt when FF first started is that the concept art was great but the models never even got close to them.
+1

It's mostly the body and animations that need work. Atm they're just kind of vaguely human shaped polygons with a weird camo texture smeared all over them. Needs a higher res and better designed wireframe, more realistic animations, and enough variation in texture or accessories to avoid the "amorphous blob" effect you get when you shade a mass of polygons with the same texture. Self shadowing helps too. Unreal seems to handle all that stuff pretty well at a fast pace.
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